[minimod][v0.7.2] Gearbox - weapon/inventory handling
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [minimod][v0.3.1] Gearbox - weapon selection mod
I have noticed that, occasionally, pressing a slot key can go straight to a weapon rather than calling up the gearbox. I've noticed it in several situations but I'm not sure exactly what makes it happen.
It doesn't just happen with starting weapons (I think, anyway) but this is a good way to reproduce the situation:
Start Doom with gearbox loaded.
Press 1 to pick the fist weapon.
It should immediately change to the fist rather than opening the gearbox. After this has happened once, it doesn't seem to happen again. So, I can change back to the pistol and thereafter pressing 1 calls up the gearbox.
I do not have "slot keys select if weapon is only one in slot" enabled and I do have "intercept slot keys" active.
It doesn't just happen with starting weapons (I think, anyway) but this is a good way to reproduce the situation:
Start Doom with gearbox loaded.
Press 1 to pick the fist weapon.
It should immediately change to the fist rather than opening the gearbox. After this has happened once, it doesn't seem to happen again. So, I can change back to the pistol and thereafter pressing 1 calls up the gearbox.
I do not have "slot keys select if weapon is only one in slot" enabled and I do have "intercept slot keys" active.
-
- Posts: 137
- Joined: Thu Apr 04, 2019 9:25 pm
Re: [minimod][v0.3.1] Gearbox - weapon selection mod
I want to once again say thank you for this wonderful mod. This mod will now be on my list of "must-have mods".
But there are a few comments:
1. For some reason, when freezing, the fireballs (Imp, Cacodemon, etc.) continue to move, which greatly violates the overall picture of freezing. Is this just me? If not, is there a way to fix it in the future?
2. Is it possible to add support for older versions of GZDoom in the future? At least 4.4.0. Since version 4.5.0 has added a lot of compatibility problems with other mods and me have to limit yourself to something.
Thanks!
But there are a few comments:
1. For some reason, when freezing, the fireballs (Imp, Cacodemon, etc.) continue to move, which greatly violates the overall picture of freezing. Is this just me? If not, is there a way to fix it in the future?
2. Is it possible to add support for older versions of GZDoom in the future? At least 4.4.0. Since version 4.5.0 has added a lot of compatibility problems with other mods and me have to limit yourself to something.
Thanks!
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.3.1] Gearbox - weapon selection mod
Yes, should be doable.Enjay wrote:I wonder, at some point might it be possible to add an option that if the player has the "totally frozen" property set using ACS SetPlayerProperty that the gearbox won't pop up?
Thanks for the heads up! Fixed in dev build, will be in a bugfix release soon.Enjay wrote:I have noticed that, occasionally, pressing a slot key can go straight to a weapon rather than calling up the gearbox. I've noticed it in several situations but I'm not sure exactly what makes it happen.
Just checked, fireballs freeze too. Are you playing with a mod?lucker42 wrote:For some reason, when freezing, the fireballs (Imp, Cacodemon, etc.) continue to move, which greatly violates the overall picture of freezing. Is this just me? If not, is there a way to fix it in the future?
No. Gearbox is possible because of features added in GZDoom 4.5.0. Compatibility issues must be reported to mod authors and/or reported as GZDoom bugs. There is no other way.lucker42 wrote:Is it possible to add support for older versions of GZDoom in the future? At least 4.4.0. Since version 4.5.0 has added a lot of compatibility problems with other mods and me have to limit yourself to something.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [minimod][v0.3.1] Gearbox - weapon selection mod
Thank you kindly. It certainly fixes the situation for the example scenario that I posted (Doom 2 selecting the fist) and after playing with a few other mods, I have not encountered the problem elsewhere either.m8f wrote:Thanks for the heads up! Fixed in dev build, will be in a bugfix release soon.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
Bugfix update: v0.3.2.
Changelog since v0.3.1:
- fixed an issue with slot keys not always being processed properly;
- wheel: fixed incorrect reaction to out of bounds angle in second wheel;
- removed a message for obsolete key bind which may have caused "Alias tried to recurse" console error.
Wheel: a set of measures for clearer view in case of lots of weapons in a single slot:
- limit minimal angle between wheel hands;
- draw the selected weapon over other weapons in the second wheel;
- made wheel hands transparent in the middle.
Changelog since v0.3.1:
- fixed an issue with slot keys not always being processed properly;
- wheel: fixed incorrect reaction to out of bounds angle in second wheel;
- removed a message for obsolete key bind which may have caused "Alias tried to recurse" console error.
Wheel: a set of measures for clearer view in case of lots of weapons in a single slot:
- limit minimal angle between wheel hands;
- draw the selected weapon over other weapons in the second wheel;
- made wheel hands transparent in the middle.
Last edited by m8f on Tue Feb 16, 2021 10:29 am, edited 1 time in total.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
Very nice. Once again, thank you.
-
- Posts: 137
- Joined: Thu Apr 04, 2019 9:25 pm
Re: [minimod][v0.3.1] Gearbox - weapon selection mod
Yes, I play with mods. This is DoomRL + Monster Pack + Doom RPG.m8f wrote:Just checked, fireballs freeze too. Are you playing with a mod?
PS: I noticed that I would like to move the weapon selection blocks, but there is no such option. Although there is such a possibility for the wheel. Could you add it for the blocks?
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
lucker42 wrote:Yes, I play with mods. This is DoomRL + Monster Pack + Doom RPG.
DoomRL Monsters Pack makes projectiles not affected by time freezing. It already causes an issue with PyWeaponWheel. There is an answer from Yholl why projectiles are not frozen. I don't quite understand it, but I may have not played DoomRL enough. In any case, I cannot do anything here.in DoomRL_Monsters_Beta_7.3.pk3/actors/monsters/uv/Imp.txt, Yholl wrote:Code: Select all
ACTOR RLImpFireball : DoomImpBall { +NOTIMEFREEZE
I thought there would be no need to move blocks. It's doable, thanks for the suggestion!lucker42 wrote:PS: I noticed that I would like to move the weapon selection blocks, but there is no such option. Although there is such a possibility for the wheel. Could you add it for the blocks?
-
- Posts: 27
- Joined: Sat Jun 22, 2019 7:37 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
Hey dude, is this LZDoom compatible? My PC is a potato with integrated graphics and I can't run GZ, only LZ.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
At the moment, no. LZDoom hasn't caught up with newest GZDoom features yet, and I cannot backport Gearbox to LZDoom without these features.
-
- Posts: 156
- Joined: Sun Sep 01, 2019 10:59 am
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
If you're comfortable using Slade, you can comment out the incompatible lines and it will work in LzDoom, though the wheel style probably wont work well (or at all). I just use block style and haven't run into any issues.ileblanc wrote:Hey dude, is this LZDoom compatible? My PC is a potato with integrated graphics and I can't run GZ, only LZ.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
Last time I checked, there we two issues with LZDoom: additional drawing parameters used in the wheel and bindings.getAllKeysForCommand function in zscript/gearbox/input_processor.zs in isKeyForCommand function. This function can be replaced with its older version.
-
- Posts: 27
- Joined: Sat Jun 22, 2019 7:37 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
stainedofmind wrote:If you're comfortable using Slade, you can comment out the incompatible lines and it will work in LzDoom, though the wheel style probably wont work well (or at all). I just use block style and haven't run into any issues.ileblanc wrote:Hey dude, is this LZDoom compatible? My PC is a potato with integrated graphics and I can't run GZ, only LZ.
I know nothing about how SLADE works mate. I mainly want this mod as a replacement for PyWeaponWheel v0.3
-
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
This mod fixes the one gripe I have with Doom's standard weapon selection system.
Normally, if you have both the shotgun and SSG, you can't just double-tap 3 from another weaponslot to instantly bring up the pump-action. No, you need to press 3 once, wait for your current weapon to lower and for the SSG to raise before you can press 3 again and it brings up the regular shotgun. Not a fan of using the mousewheel, as most mice I used don't have a good sensor or tactile notched scroll.
Normally, if you have both the shotgun and SSG, you can't just double-tap 3 from another weaponslot to instantly bring up the pump-action. No, you need to press 3 once, wait for your current weapon to lower and for the SSG to raise before you can press 3 again and it brings up the regular shotgun. Not a fan of using the mousewheel, as most mice I used don't have a good sensor or tactile notched scroll.
-
- Posts: 156
- Joined: Sun Sep 01, 2019 10:59 am
Re: [minimod][v0.3.2] Gearbox - weapon selection mod
Poop. Forgot I had to do that too!m8f wrote:Last time I checked, there we two issues with LZDoom: additional drawing parameters used in the wheel and bindings.getAllKeysForCommand function in zscript/gearbox/input_processor.zs in isKeyForCommand function. This function can be replaced with its older version.